BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Repair

(Int) Trained Only

During the moments of quiet between battles, soldiers and engineers get a chance to take stock of their equipment and may attempt to repair what damage their equipment has suffered or jury-rig an alternative.

Check: To repair a device the character must acquire any required spare parts, then spend an allotted amount of time effecting repairs before a skill check is rolled. The DC to repair the item is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete.

A device, vehicle, aircraft, or ship that is reduced to 0 hp cannot be repaired. It can be salvaged for parts, however.

Spare Parts: Making repairs also involves a monetary cost when spare parts or new components are needed, represented by a Wealth check. Minimal repairs have a Wealth Check DC of between 4 and 15. Critial repairs (eg: repairing damage) have a Wealth Check DC equel to the complexity of the device and its size compared to the damage the device has taken. Partial repairs can be atempted, with the Wealth check reflecting the amount of hit points intended for repair.

Sample Device Wealth Check DC
Hand Held Device with complex moving parts or electronics (wrist watch) Tripple items damage.
Hand Held Device (pistol) Double items damage.
Vehicle (car, plane, or boat) Equel to items damage.

If the GM decides this isn’t necessary for the type of repair the character is attempting, then no Wealth check is needed.

Repairing Devices: The following table displays the purchase DC for spare parts, the repair skill check DC, and the amount of time that must be spent repairing the device before each skill check is rolled. Each successful skill check repairs 1d6 point of damage, plus any malfunctioning effects (eg: from a Disable Device skill) are removed.

Repair Task (Example) Purchase DC Repair DC Time
Simple (tool, simple weapon) 4 10 1 min.
Moderate (mechanical or electronic component) 7 15 10 min.
Complex (mechanical or electronic device) 10 20 1 hr.
Advanced (cutting-edge mechanical or electronic device) 13 25 10 hr.

Repairing Vehicles: At the end of each hour spent repairing a vehicle, aircraft, or ship, make a Repair check (DC 20). Success repairs 2d6 points of damage. If damage remains, you may continue to make repairs for as many hours as it takes to restore the vehicle, aircraft, or ship to full hit points.

Tool Kits: A tool kit is required to effect repairs, without the appropriate tool kit the skill check suffers a -4 modifier. A mechanical tool kit is required to repair vehicles and mechanical devices, while an electric tool kit is required to repair electronic devices.

Workshop: A proper facility such as a workshop or hangar bay permits the repair of equipment and vehicles in an environment conducive to such work. Repairs carried out in the field may gain a modifier to the skill check because of the conditions of the environment (eg: attempting to repair a broken down Tank during a rain shower).

Repairing vehicles or large devices requires the use of heavy lifting cranes or jacks, these items of equipment are provided as part of a workshop, but in the field these specialist items of equipment must be acquired at the same time as spare parts.

Jury-Rig: A character can choose to attempt jury-rigged, or temporary, repairs. Doing this reduces the purchase DC by 3 and the Repair check DC by 5, and allows the character to make the checks in as little as a full-round action. However, a jury-rigged repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter.

A character can also use jury-rig to hot-wire a car or jump-start an engine or electronic device. The DC for this is at least 15, and it can be higher depending on the presence of security devices.

The jury-rig application of the Repair skill can be used untrained.

Try Again?: Yes, though in some specific cases, the GM may decide that a failed Repair check has negative ramifications that prevent repeated checks.

Special: A character can take 10 or take 20 on a Repair check. When making a Repair check to accomplish a jury-rig repair, a character can’t take 20.

Craft (mechanical) or Craft (electronic) can provide a +2 synergy bonus on Repair checks made for mechanical or electronic devices (see Skill Synergy).

A character with the Gearhead feat and at least 1 rank in this skill gets a +2 bonus on all Repair checks.

Time: See above or the tables for guidelines. A character can make a jury-rig repair as a full-round action, but the work only lasts until the end of the current encounter.


Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!